The caution tape sounds sad, but more fire sounds like fun. I hope they haven't smartened the tank up so it won't walk through a standing open flame for no reason
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NappuccinoSurveyor of Things and StuffRegistered Userregular
The caution tape sounds sad, but more fire sounds like fun. I hope they haven't smartened the tank up so it won't walk through a standing open flame for no reason
He'll only walk through this fire if you're already standing in it.... which i'm not sure if you can do.
They need more fire though. It is just like a line instead of a blazing area you wouldn't want to leap through/in
There don't seem to be a ton of changes on the survivor side of things. I haven't tried VS on DA, so I can't speak for the infected (infected ladders and that sort of thing). You're forced to go through the metal detector on map 4 and the aforementioned changes to the finale seem to be the biggest changes. Also, there seems to be a bug with the tier 1 shotguns. You pick it up and you get 999 ammo and your secondary weapon is replaced by whatever weapon you had before (SMG if you had nothing).
The finale is also bugged, awarding full points for simply running over to the plane door. Also a number of items that couldn't be picked up.
There's no way it should have taken this long to port it over though, they're just being dicks. The additions to the finale would have taken about 10 minutes to do.
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
The finale is also bugged, awarding full points for simply running over to the plane door. Also a number of items that couldn't be picked up.
There's no way it should have taken this long to port it over though, they're just being dicks. The additions to the finale would have taken about 10 minutes to do.
Sure, but how many playtesting sessions did they do before deciding "these are the correct changes?"
Granted, it doesn't feel like they did that many because there are some really bugged out things on it but those might have cropped up in the last day or two.
Also, fuck that new event on 4. Yes it was probably needed but it also steals the satisfaction you would get for pulling (or charging, or jockeying) a survivor through the detector
Agreed with Nap. I really don't like failure as the only option with the metal detector, but I hate any event that does the infinite zombie spawn. It also seemed like there were about twice the number of zombies overall, and while I get that in a game like this zombies=difficulty, I miss the sense of dread of walking through an empty area, with the tension building every time you walk through another vacant room, knowing that the Director's about to screw you but good.
Only one play through done, but the changes to the construction site and crane events seemed minimal, and the ruined jetway seemed like a good new hold-out position for the finale.
Attention people, a new tank server has been located! 64.34.174.48:27015 for future tank related shenanigans!
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Gabriel_Pitt(effective against Russian warships)Registered Userregular
The changes they've made to the finale are interesting, now that both of the good, wide open spaces to make a stand have been shrunk down or cluttered up (the area behind the plane that had caution tape, but is now smaller and on fire, and the big open area against the terminal wall directly across from the plane now has a lot of stuff cluttering it up instead of being just wide open space). What strategies have people been finding for doing the finale?
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NappuccinoSurveyor of Things and StuffRegistered Userregular
What strategies have people been finding for doing the finale?
Being badass.
I know one time that worked well, we had two on the plane and two on the terminal walkway next to it (in the far right corner of the map if you're walking towards the button)
Also This was a great moment. We tried to see how long we could survive The Sacrifice without starting the final generator...
Yep. I pointed it out to Napp right after it happened (he was boomed) and then Tongue noticed about a minute later. I think you finally noticed when we politely informed you that you shouldn't have wasted a molotov on a tank. In total, it was about 5 minutes after it happened.
Blood Harvest was in today's update. Map 4 seems to have changed the most. They block off a few paths, like having to go through the warehouse instead of just past it. Also, the bridge at the end seems to spawn an endless horde. For the finale, they added more of the sprinkler/fence thing (whatever the hell it is) and added a big hole in the corner of the barn. They've also removed the closet and bathroom in the house. However, there seems to be a billion bottles of pills scattered all over the place (in coop, that is). I haven't tried VS just yet, but I like the changes.
I can't seem to find any servers in any of the modes, the odd time I might get 1 or 2 games come up but very often it's empty. I dunno is this just me or are other people having this problem?
Zac has made some changes in Armadeaddon, in the hopes of fixing some problems and gathering the pieces. Jaramr will be unbanned, and new Admin/Banning rules will be in effect and are as such:
"In order to make group management fair, I will no longer decide who is promoted to officer. Instead, a member who wishes to be promoted will petition a current officer, and that officer will arrange for a vote to be held amongst all current officers. If the member receives >50% of the vote, I will then promote them.
New officers will not be allowed to vote on promotions for a probationary period of two months.
Any officer is allowed to demote another officer with good reason (harassment, abuse, etc.), but this demotion will typically be temporary.
If an officer would like to permanently demote another officer, or temporarily ban a member, they will call a vote amongst the other officers. The vote will pass with >50%.
If an officer would like to permanently ban a member from the group, they will call a vote amongst the other officers. The vote will pass with >75%.
Officers are expected to create lobbies, post announcements for games, and generally keep the chat respectful. The group is public for now so that everyone can read this and choose whether they would like to rejoin.
So remember, have fun, and follow Wheaton's Law: don't a be dick.
P.S. Neckbeards need not apply."
Personally, I wish everyone who left would come back. Chat was the best part and the Internet is a darker place without you chumps. The group will be temporarily public so those who don't read the forums can see the rule changes.
Tested the new Blood Harvest for the first time a couple of days ago. There were some changes, some funky, some not so funky:
That paenultimate map ending in a train bridge, with a big house conataining the Braindead reference, has a neverending spawn-event, though this is in no way announced in-game. Fuckers just start streaming when you get close to the house, not stopping, and you have to rush to the trainwagon. Pretty easy though if you have a bile since it's basically over once you get through the house.
Iirc the panic event in the cornfield was time-restrained in L4D1, you could turtle it out once you jumped down into the crops. I strongly suspect that this is now a no-stop thing as well, until you reach the end of the cornfield.
Barn in the finale has some minor mods on the second floor, removed ammo pile which you can live with, but there's an additional hole in the floor that looks pretty off, Like they just did a box-carve in the bsp. Still not a problem: one guy cornered beside the crates can cover the hole plus the loading hatch and assist with "broken roof"-opening.
I was glad to not find any doors smaller than the doorframe though, since those silly things were rampant on Dead Air.
Edit: Oh, OLD HAT'd
Panda4You on
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NappuccinoSurveyor of Things and StuffRegistered Userregular
That cornfield one needs to be changed... its much to easy to rush on the left side to the haybails and bam- the horde is done. Especially since all it takes is one player to reach the end.
I remember that night perfectly. The witch trees still are the greatest thing.
The greatest thing other than Dodge that Minigun!!!
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NappuccinoSurveyor of Things and StuffRegistered Userregular
edited September 2011
I remember how awesome it was running with you mandalore, and... Icemopper? in l4d1 as all that crazy shit popped in and... none of the pubs would ever mention it
Posts
We now need to play.
Steam: MightyPotatoKing
Steam: MightyPotatoKing
He'll only walk through this fire if you're already standing in it.... which i'm not sure if you can do.
They need more fire though. It is just like a line instead of a blazing area you wouldn't want to leap through/in
Steam: MightyPotatoKing
There's no way it should have taken this long to port it over though, they're just being dicks. The additions to the finale would have taken about 10 minutes to do.
The trick is to play The Parish using bots, with a Magnum and a Grenade Launcher.
Sure, but how many playtesting sessions did they do before deciding "these are the correct changes?"
Granted, it doesn't feel like they did that many because there are some really bugged out things on it but those might have cropped up in the last day or two.
Also, fuck that new event on 4. Yes it was probably needed but it also steals the satisfaction you would get for pulling (or charging, or jockeying) a survivor through the detector
Only one play through done, but the changes to the construction site and crane events seemed minimal, and the ruined jetway seemed like a good new hold-out position for the finale.
Being badass.
I know one time that worked well, we had two on the plane and two on the terminal walkway next to it (in the far right corner of the map if you're walking towards the button)
Also This was a great moment. We tried to see how long we could survive The Sacrifice without starting the final generator...
We didn't last very long.
Steam: MightyPotatoKing
That was the best part.
Steam: MightyPotatoKing
also boomers are jerks.
Steam: MightyPotatoKing
.... yeah
Steam: MightyPotatoKing
Steam: MightyPotatoKing
Steam: MightyPotatoKing
Jump in the chat!
"In order to make group management fair, I will no longer decide who is promoted to officer. Instead, a member who wishes to be promoted will petition a current officer, and that officer will arrange for a vote to be held amongst all current officers. If the member receives >50% of the vote, I will then promote them.
New officers will not be allowed to vote on promotions for a probationary period of two months.
Any officer is allowed to demote another officer with good reason (harassment, abuse, etc.), but this demotion will typically be temporary.
If an officer would like to permanently demote another officer, or temporarily ban a member, they will call a vote amongst the other officers. The vote will pass with >50%.
If an officer would like to permanently ban a member from the group, they will call a vote amongst the other officers. The vote will pass with >75%.
Officers are expected to create lobbies, post announcements for games, and generally keep the chat respectful. The group is public for now so that everyone can read this and choose whether they would like to rejoin.
So remember, have fun, and follow Wheaton's Law: don't a be dick.
P.S. Neckbeards need not apply."
Personally, I wish everyone who left would come back. Chat was the best part and the Internet is a darker place without you chumps. The group will be temporarily public so those who don't read the forums can see the rule changes.
Ayliana Moonwhisper Ecksus Cerazal
That paenultimate map ending in a train bridge, with a big house conataining the Braindead reference, has a neverending spawn-event, though this is in no way announced in-game. Fuckers just start streaming when you get close to the house, not stopping, and you have to rush to the trainwagon. Pretty easy though if you have a bile since it's basically over once you get through the house.
Iirc the panic event in the cornfield was time-restrained in L4D1, you could turtle it out once you jumped down into the crops. I strongly suspect that this is now a no-stop thing as well, until you reach the end of the cornfield.
Barn in the finale has some minor mods on the second floor, removed ammo pile which you can live with, but there's an additional hole in the floor that looks pretty off, Like they just did a box-carve in the bsp. Still not a problem: one guy cornered beside the crates can cover the hole plus the loading hatch and assist with "broken roof"-opening.
I was glad to not find any doors smaller than the doorframe though, since those silly things were rampant on Dead Air.
Edit: Oh, OLD HAT'd
I remember that night perfectly. The witch trees still are the greatest thing.